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Liquid Metal King Slime
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 PostWed Aug 28, 2013 3:20 pm
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So Do-no-good's name is displaying as blank, and the renameable hero is displaying as Do-no-good?

Which version of the ohrrpgce are you using? Beelzebufo?

Would you be willing to send me a copy of your rpg file and your .saves folder so I can try to reproduce this on my computer?

EDIT: Wait! nevermind! I found the problem, and TMC already fixed it last month. You can use the nightly wip builds if you need the fix now, or wait for the callipygious stable release.

TMC wrote:

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r5844 | teeemcee | 2013-07-05 07:26:35 -0700 (Fri, 05 Jul 2013) | 3 lines

When learning a spell from an item, the hero name could be taken from the wrong party slot.

Caterpillar slot was being used instead of party slot.
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Metal Slime
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 PostWed Aug 28, 2013 5:06 pm
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Thanks for your help! Grin
I'm happy to know the bug will be fixed next release (and it's not something I did Devil ). I'm fine waiting till the release of callipygious and hopefully I can find and fx some more selfmade bugs -there seem to be los of them - before that. ;)
Metal Slime
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 PostFri Sep 06, 2013 6:20 pm
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It's been a while.
Today as part of the 'Work on your Game Weekend' I fixed some easy to solve bugs, like spelling and map passability.
The more difficult things like scripting and re-thinking the scripts, I kept for later, it's no use to make things worse while trying to fix them.

So, I still need to those things :

--- fix the kerli script, rethink the script and know then wich textbox is displayed, then add missing ones from the editor to script (305, or 389 for example) and add new ones with more hints
--as a part of the kerliscript find out why kerli dose not react in libaray and fix that

- make sure that the textbox "you're runnig away..." is not shown in the end, write a replacement textbox and add it to the alterNPCscript

- make sure the missing textbox in the credits is shown

- heal script has to heal more then one hero id there is more than one hero in the team, write an additional if-clause for checking how many heros are in the team and then make sure they are all affected by the healing script

- add graphics for the merchants so you know they sell/that they are merchants (maybe I need to draw some graphics for that)
Metal Slime
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 PostSun Sep 08, 2013 1:56 pm
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I'm updating and spellchecking the readme.
I'm wondering if I should include some kind of manual for people who are not used with playing OHR games, but maybe I can add that later.

It's time to upload the game... I'm so exited. Grin
Blubber Bloat
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 PostSun Sep 08, 2013 5:17 pm
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I typically throw those in, because I get annoyed by people going "how do?"

though people usually still ask and then I yell at them for not looking at the included manual...
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal Slime
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 PostSun Sep 08, 2013 7:11 pm
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I guess the next uptade, will include a manual then. Smile
It won't hurt to have one.
Metal Slime
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FoolsQuest II and Manual 
 PostMon Sep 09, 2013 6:50 pm
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A html manual was added to the game's download page today.
FoolsQuest has already been downloaded 10 times. That makes me happy. Grin

I'll be waiting for complains about bugs ect, before I'll think about making an update.

~FoolsQuest II~
I'll more openly document the progress on Fools'Quest II.
So I'll be basically just writing down my thought here. Beware of babbling! Surprised

Progress of Fools' Quest II:
I've drawn one tileset of a bakery and one for the ground, where I added some wooden floor tiles:


(( If you want to use these tilesets, feel free to do so.))

For FoolsQuest II there is no such pressing timesheudle, as there was for FoolsQuest againt the All-Seeing-Eye. I'll take my time, also I plan on reusing graphics.

The game design document is not written yet, something I usually do first. Instead of the document I have gatherd infomation some pices of paper.

I'm also trying to work out hero design wich is a bit tricky, maybe I should do some research (= reading wikipedia pages) to get inspiration first. I'm wondering a bit, if I should focus on nice looks or historical accuracy (the latter I don't know much about... :/ ).
Properbly I'll just choose something inbetween, that's what I consider the easiest.
Red Slime
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 PostMon Sep 09, 2013 9:52 pm
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Looking forward to Fool'sQuest II!
Metal Slime
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 PostFri Oct 11, 2013 12:20 am
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Today I uploaded a minor bux fix version of FoolsQuest agaibst the All-Seeing-Eye.
There are mostly spelling mistakes fixed, as well as some shop prices.
I also added screenshots to the game's description, as some kind of advertisement.

Willy Elektrix gave lots of hints what to improve, and I'll work to make the game more enjoyable before the next update.
Metal Slime
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 PostSat Nov 09, 2013 11:36 am
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It's been a while.
I'm quite busy, but today I was inspired to work on Fools' Quest II,
a friend of mine really helpd me with the story, so now the parts finally fit together. Grin

I stared working on some maps:
Blubber Bloat
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 PostSat Nov 09, 2013 4:21 pm
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Lookin' better.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal Slime
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 PostSun Nov 10, 2013 11:06 am
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@ Mewskivich: Thanks! Grin

I decided to post about work on the game in my geaspora-profile (https://pod.geraspora.de/u/marionline) as well. But i'll keep this thread here up to data.

Today I added lot's of door links and gatherd some ideas for enmies, but well, that means i'll have to do some more drawing.

Metal Slime
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 PostWed Nov 13, 2013 10:38 pm
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Hey,
time for another short update. Grin
Work in the game is mainly happening during lunch break at the moment,
we're planning and ploting things.

Here are some scetches:

On the acctual PC these pictures of dogs were drawn for the game:




After all the enemies are set up in the editor, I'd like to show thoses in action. Grin
Metal Slime
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 PostSun Nov 24, 2013 3:57 am
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Most of the mapping is done by now.
One Area is still missing, i'm working on that at moment.
Also I slowly started adding new enemie sprites, mostly animals.
For example:



For keeping things simple not every item and weapon (for example the hidden ones) will be re-used in FoolsQuest2.
But the usuall ones like potion, candy or knife will make it to FoolsQuest2.

New Weapons:



Also the Battle system will be a bit improved compared to FoolsQuest.
There will be 3 types of attacks and (maybe 4?) magical elements. Enemietypes will be weak to one of those attacktypes. Same goes for magical elements, thoug magic will not play such a great role in the game.
Blubber Bloat
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 PostSun Nov 24, 2013 4:24 am
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All fear the Invincible Moose.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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